Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
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=== Punish Counter/Drive Rush === | === Punish Counter/Drive Rush === | ||
<tabber> -4 = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ -4 Punishes | |||
|- | |||
! Combo !! Notes | |||
|- | |||
| PC 2LP, 2MP || | |||
|} | |||
|-| -5 = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ -5 Punishes | |||
|- | |||
! Combo !! Notes | |||
|- | |||
| || | |||
|} | |||
|-| -6 = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ -6 Punishes | |||
|- | |||
! Combo !! Notes | |||
|- | |||
| PC 5MP, 5MP || | |||
|} | |||
|-| -7 = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ -7 Punishes | |||
|- | |||
! Combo !! Notes | |||
|- | |||
| PC 2MK, 2MP/2MK || 2MP won't link properly after 2MK at max range, which heavily limits AKI's options afterwards. | |||
|} | |||
|-| -8 = | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ -8 Punishes | |||
|- | |||
! Combo !! Notes | |||
|- | |||
| || | |||
|} | |||
</tabber> | |||
<tabber> Reversal/-9 Punish (No Poison) | |||
{{TheoryBox | |||
| Title = Reversal Punish | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = PC 5HK > 214HK, 2LP > ... <br> PC 5HK, 5HK > 236PP, > ... | |||
| content = Two main starters for DP punishes when the opponent isn't Poisoned. Both of these combos can be extended if the opponent was Poisoned beforehand, but there are generally better routes to go for if that's the case. | |||
}} | |||
|-| Reversal/-9 Punish (Poison) | |||
{{TheoryBox | |||
| Title = Reversal Punish | |||
| Oneliner = | |||
| Difficulty = {{clr|3|Medium}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = PC 5HK > 2PP~P!, 5HK > ... | |||
| content = Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo. | |||
}} | |||
</tabber> | |||
{{TheoryBox | |||
| Title = Drive Rush Cancel | |||
| Oneliner = | |||
| Difficulty = {{clr|3|Medium}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = PC 5HK > 2PP~P!, 5HK > ... | |||
| content = Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo. | |||
}} | |||
{{TheoryBox | |||
| Title = Raw Drive Rush | |||
| Oneliner = | |||
| Difficulty = {{clr|2|Easy}} | |||
| Damage = | |||
| Meter = | |||
| Anchor = | |||
| Youtube = | |||
| Recipe = DR 2MK, 2MP <br> DR 6HK, 2MP <br> CH DR 6HK, 5HK | |||
| content = 2MK 2MP is listed here a second time as it's much more consistent thanks to the momentum of Drive Rush. Otherwise, all of her non-5HK Punish Counter routes work. | |||
}} | |||
== Picking an Ender == | == Picking an Ender == |
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide | |
---|---|
Notation | Meaning |
> | Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K) |
~ | Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP) |
, | Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing) |
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super | |
j.X | Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku) |
P or K | Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks. |
X/Y | Do either X move or Y move. e.g. end a combo with 214K/623P |
[X] | Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle |
dl.X | Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter) |
AA | Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent. |
Y xN {Y} xN |
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3 |
Y > DR | Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR |
DR~Y | Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP |
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation) |
Both combos show some of AKI's basic normal hit combos. The first shows off the 5MK 5MP link. Get familiar with 5MP, it's a core part of how her combo structure works. The second combo is a little longer, but can also be used after Punish Counter Drive Impact.
Either special works as an ender, but only 236HP works as an extender. This will be detailed later, but keep it in mind. For now, just try and get one of these consistent.
Should look familiar, as it's functionally the same combo as the second jump-in combo with a different starter.
Combo | Notes |
---|---|
5LP~LP | General-purpose close-range TC. Slightly slower than 2LP but good as a check regardless. |
2LK/2LP > 2LP | Starting with 2LP allows for a third 2LP to chain before being pushed out of range. |
5MK, 5MP | AKI's main medium starter link. |
2MK/5HK, 2LP | Alternate medium starter link. Whenever this is in range to work from 2MK, 2LK > 2LP is always better. 5HK > 2PP~K does more damage but is much harder to confirm and leaves AKI point blank and -3 if done on block. |
5HK > 2PP~K, 2LP*n | AKI's highest damage normal hit starter. 236PP can be used instead of 2PP~K to apply Poison. |
2MP > 236LP/236PP | Converts a poke into a little more damage. |
Combo | Notes |
---|---|
CH 2LP/5LP, 5MP | Adds a smidgen of damage before converting into a special move. |
CH 5MP, 2LP/5LP | Confirms 5MP into a little more damage or into a special move for Toxic Blossom more safely. |
CH 5MK, 2MP | Converts CH 5MK into a special move or a Drive Rush for a knockdown. |
CH 2MK/5HK, 5MP | Less useful than it may seem due to 5MP's short reach, but important nonetheless. |
Combo | Notes |
---|---|
PC 2LP, 2MP |
Combo | Notes |
---|---|
Combo | Notes |
---|---|
PC 5MP, 5MP |
Combo | Notes |
---|---|
PC 2MK, 2MP/2MK | 2MP won't link properly after 2MK at max range, which heavily limits AKI's options afterwards. |
Combo | Notes |
---|---|
Having access to Toxic Blossom allows for AKI to heavily frontload the damage of the following combo.
2MK 2MP is listed here a second time as it's much more consistent thanks to the momentum of Drive Rush. Otherwise, all of her non-5HK Punish Counter routes work.
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